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ImmersiveMediaRemotePreviewSender — "supportsMVHEVCEncode=0 / Failed to create ▎ immersive video rules" on M3, despite VTIsStereoMVHEVCEncodeSupported() == true
TLS + connectReceiver connect successfully, but the sender fails to negotiate the immersive video stream: VCVideoRuleCollectionsImmersiveVideoMac initSupportedPayloads: Empty supported payload: supportsMVHEVCEncode=0 Failed to create immersive video rules! AVCMediaStreamNegotiator … Failed to init … for mode=15 hardwareSettingsModeFromFeatureListStringType: Unexpected featureListStringType=0 connectReceiver failed … GKVoiceChatServiceErrorDomain 32032 Host: MacBook Pro M3 (Mac15,3), macOS 26/27. VTIsStereoMVHEVCEncodeSupported() returns true, and I set preferredVideoWidth/Height/FrameRate. Is immersive MV-HEVC encode in this API gated by an entitlement, a specific M-series tier (Pro/Max), or a known beta issue? What populates the "immersive video rules" feature list?
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Updating media (screenshots/previews) for multiple platforms without incrementing build
I have an iOS (iPhone/iPad) and a Mac version of my app. When I create a new product page optimization test, on the next page, where it shows Treatment A, I only see the iPhone media there. If I click on "View All Sizes in Media Manager", I can then see the iPad media in the Media Manager. But there are two issues: (1) There's no Mac media in the Media Manager. So would I need to submit a new build just to update media for Mac? (2) There's no save button in the Media Manager, and when I return to the product page optimization dashboard, it still only shows iPhone media. Should I presume that any changes to iPad media in the Media Manager are counted in the test and any subsequent application to original product pages?
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Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with "Logic Testing Unavailable." The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16: Build for testing: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Build.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ build-for-testing Run tests without building: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Test.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ test-without-building Note: xcodebuild test (combined build and test) also fails with the same error. Expected result: The hosted unit tests run successfully on the connected physical device, as they do under Xcode 26.2. Actual result: Step 1 (build-for-testing) succeeds. Step 2 (test-without-building) fails immediately (within ~1 second) with: 2026-03-26 11:23:28.683 xcodebuild[51930:731004] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:28.725 xcodebuild[51930:730966] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:29.239 xcodebuild[51930:730966] Writing error result bundle to /var/folders/jl/knmkq18x4cg_3w087zgpfldm0000gn/T/ResultBundle_2026-26-03_11-23-0029.xcresult xcodebuild: error: Failed to build project TestProject with scheme TestProject-UnitTests.: Cannot test target “redacted” on “redacted”: Logic Testing Unavailable Logic Testing on iOS devices is not supported. You can run logic tests on the Simulator. Why this looks like an Xcode regression: The same project and same physical iOS 16.0.3 device work under Xcode 26.2. Under Xcode 26.4, build-for-testing still succeeds, so signing, provisioning, and bundle construction appear valid. The failure happens only when Xcode plans or launches the on-device test run. Before the failure, Xcode 26.4 logs: DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. A newer physical device running iOS 26.3 works under Xcode 26.4 without this warning. The issue also reproduces with a minimal standalone Xcode project, which makes a project-specific configuration problem unlikely. The Xcode-generated .xctestrun files for the passing Xcode 26.2 case and failing Xcode 26.4 case are structurally equivalent, making an .xctestrun format difference unlikely to be the cause.
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Updating App - Validation Hell - 90286, 91130
Updating an App for the first time since 2011. Build, Analyze, Archive all successful. Automatically Manage Signing checked. Validation fails with 90286 - Invalid code signing entitlements, and 91130 - Invalid Provisioning Profile dozens of times after tweaks, clean builds, trying manual signing (thought I was done with that), etc. For 90286 it seems my Developer ID , e.g. 346JXXXXX (not Team ID, QZ99XXXXX) is the prefix for the bundle ID, com.company.app-name and that generates the error? For 91130 it's invalid "com.apple.application-identifier" which I assume is the same issue with a Developer ID instead of a Team ID. The original version of the app was QZ99XXXXX.com.company.app-name. I even changed the bundle identifier in Xcode to that, and got this: App Record Creation failed due to request containing an attribute already in use. The app name you entered is already being used for another app in your account. If you would like to use the name for this app you will need to submit an update to your other app to change the name, or remove it from App Store Connect. Yes, the original app name is being used for an app in my account. I was trying to update the app, checked all the boxes, added update text, but of course there was no build to upload. Would appreciate any help.
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UserDefaults, UIApplicationDelegate, and prewarming
For a UIKit app based on scenes (UIScene), is it safe to reference UserDefaults in code that is executed from UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) ? I've read that in iOS 15, there were undocumented scenarios involving app prewarming that would cause UserDefaults reads to fail within a window of time after device reboots, as described at https://christianselig.com/2024/10/beware-userdefaults/ The failure mode is that an app would be released, and months later, a small fraction of users would report failures consistent with UserDefaults reads unexpectedly returning nil, causing a loss of data. The user experience is bad, and debugging this behavior is then challenging because of how rarely it occurs. Apple's https://developer.apple.com/documentation/uikit/app_and_environment/responding_to_the_launch_of_your_app/about_the_app_launch_sequence#3894431 seems to suggest that prewarming only executes an app "up until, but not including when main() calls UIApplicationMain(_:_:_:_:), but https://stackoverflow.com/questions/71025205/ios-15-prewarming-causing-appwilllaunch-method-when-prewarm-is-done documents that UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) has in fact been observed executing during app prewarming in scene-based apps. So, my question: In an app based on scenes, if I'd like to reference UserDefaults within UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:), when is it safe to do this? I'm guessing the answer is one of these: Never. Only in apps that don't support scenes. Only in iOS 16 or later. Only in IOS 17 or later. Is it guaranteed safe to reference UserDefaults in UIWindowSceneDelegate/scene(_:willConnectTo:options:) or later? Is there documentation from Apple regarding this issue? Thank you.
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UserDefaults.standard.integer(forKey: ) crashes the app with EXC_BAD_ACCESS (code=1, address=0x0)
With the 27 OSes using UserDefaults.standard.integer(forKey: ) can cause a crash with EXC_BAD_ACCESS (code=1, address=0x0) It has been seen on a Multiplatform app, up to now tested on iOS/iPadOS and visionOS 27 Beta 1. In our code we use UserDefaults.standard.integer(forKey: ) from a singleton called during the SwiftUI app init(), and we don't know yet if this is the only moment there is a crash as we can't go farther. The API should return 0 if it can't get a value. There is no reason the app should crash if the API conforms to its contract. Running the same code from Xcode on iOS 26 runs it without issue. FeedBack FB23310748
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ImmersiveMediaRemotePreviewSender.connectReceiver — what NWParameters / TLS config does it require?
Following the documented ImmersiveMediaSupport flow (NWBrowser → connectReceiver, NWListener → receiver.start(connection:)) with ImmersiveMediaPreviewMessagingProtocol.definition as the framer. Bonjour discovery works, but connectReceiver throws ImmersiveMediaRemotePreviewSession received invalid parameters (sometimes GKVoiceChatServiceErrorDomain 32032). The doc example leaves TLS as /* setup TLS security options */. What exact TLS configuration does the session require — a self-signed SecIdentity, TLS-PSK, a specific cipher/version? And should ImmersiveMediaRemotePreviewSender(networkParameters:) be nil (framework default) while only the NWBrowser/NWListener carry the TLS+framer params? A minimal working setupNWParameters() would unblock me. Thanks!
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HealthKit Blood Pressure authorization broken on iOS 26.5 RC
Hello, I'm experiencing a bug on iOS 26.5 RC1/RC2 where the Blood Pressure option is silently excluded from the HealthKit permission dialog (when requesting HKQuantityTypeIdentifierBloodPressureSystolic and HKQuantityTypeIdentifierBloodPressureDiastolic). This does not reproduce on iOS 26.4.2 or earlier. What happens: When BP types are requested alone, a blank white modal slides up and immediately dismisses — no permission UI is shown. When BP is requested alongside other types, a normal dialog appears for those other types, but Blood Pressure is simply absent from the list. The completion handler returns success = YES, error = nil in both cases, but BP permission is never granted. The result: Settings → Privacy & Security → Health → [app] shows Blood Pressure as requested but not granted getRequestStatusForAuthorizationToShareTypes for the BP types keeps returning ShouldRequest indefinitely HealthKit queries for BP samples return no data Workaround: Manually toggling Blood Pressure to ON in Settings → Privacy & Security → Health → [app name] fixes everything - queries work, notifications fire, and getRequestStatusForAuthorizationToShareTypes correctly returns HKAuthorizationRequestStatusUnnecessary. Environment: Confirmed broken: iOS 26.5 RC1 (23F75) and RC2 (23F77), iPhone 11; iOS 26.5 RC1 (23F73), simulator Confirmed working: iOS 26.4.2 (device), iOS 26.4.1 (simulator) Feedback filed as FB22735935.
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How do you make a resizable segmented control in SwiftUI for macOS?
In SwiftUI for macOS, how do I configure a Picker as a segmented control to have a flexible width? This design pattern is present in Xcode 26 at the top of the sidebar and inspector panel. I can't figure out the combination of view modifiers to achieve a similar look. import SwiftUI struct ContentView: View { @State private var selection = 0 var body: some View { VStack { Picker("", selection: $selection) { Image(systemName: "doc") Image(systemName: "folder") Image(systemName: "gear") Image(systemName: "globe") .frame(maxWidth: .infinity) // Doesn't do anything. } .labelsHidden() .pickerStyle(.segmented) .frame(maxWidth: .infinity) // Doesn't affect segment sizes. Spacer() } } } I want the entire Picker to fill the width and for each segment to be of equal widths. How? In AppKit I would use AutoLayout for the flexible width and NSSegmentedControl.segmentDistribution for the segment widths. Is there a SwiftUI equivalent? macOS 26 / Xcode 26.3
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Push new views to sidebar when using NavigationPath
I have an existing app that uses NavigationSplitView with a detail view that is never changed and just updates to show changes in data. All navigation changes the sidebar only using NavigationLinks with .isDetailLink(false). Now I'm wanting to use NavigationPath with a simple router and enums. import SwiftUI @main struct NavRouterApp: App { @State private var router = Router() var body: some Scene { WindowGroup { NavigationStack(path: $router.navPath) { ContentView() .navigationDestination(for: AppRoute.self) { route in switch route { case .citizens: ContentView() .environment(router) case .citizen: EmptyView() .environment(router) case .tasform2: TASForm2View() .environment(router) case .start: StartView() .environment(router) case .editcharacteristics: EmptyView() .environment(router) case .basicdata(let citizen): BasicDataView(citizen: citizen) .environment(router) .navigationBarBackButtonHidden(true) case .characteristics: EmptyView() .environment(router) } } } .environment(router) } } } The problem is that pushing a subview now replaces the entire content instead of just the sidebar. Pushing a subview with NavigationSplitView would update the sidebar as desired but I would have to replace the detail view, which is not a good idea. I haven't been able to find any way to accomplish what I want. Suggestions?
Topic: UI Frameworks SubTopic: SwiftUI
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Notarization stuck "In Progress" for 60+ hours (multiple submissions; Notary status page green) — blocking a launch
Hi — multiple notarytool submissions from my account have been stuck "In Progress" for 60+ hours and never reach Accepted/Invalid. Apple's Developer System Status shows "Developer ID Notary Service" as operational, so this appears to be a backend/account processing stall rather than a public outage. This is blocking a product launch. Team ID: Q7FF775479 ("Developer ID Application: JUNSEN LIU", individual account). Submissions (all still In Progress): e9d00de6-074c-4818-a452-f765fa178a4e — 2026-06-19 06:07 UTC (current build) f02a0398-b6db-4ba0-8429-86a797bdc153 — 2026-06-18 23:21 UTC 8aa72d28-642a-466a-be85-181db125596b — 2026-06-18 04:40 UTC App: "Dollar Desktop Pet" 1.0.0 — a signed .dmg of a hardened-runtime, Developer ID-signed Universal (arm64 + x86_64) Electron app. Tooling: notarytool 1.1.2, Xcode 26.5, macOS 26.5. notarytool submit/history/info all work and list the submissions; status simply never completes, and notarytool log returns nothing. Could you please investigate why these aren't processing? I can provide the .dmg or any additional logs. Thank you.
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How do you correctly use a SwiftUI View inside an NSToolbarItem?
I've been struggling to get consistent UI and UX behaviour of SwiftUI Views inside NSToolbarItems and was wondering if there is an official way to use them. I've now revisited this issue in macOS 27 and continue to see some idiosyncrasies. In the attached screenshot, you can see that the highlight area on mouse down between to the two buttons is different. This is the easiest example I've come up with that shows SwiftUI Views exhibiting different behaviour than AppKit Views. Two questions: Is an NSHostingView a valid and supported view type for NSToolbarItem.view? If so, are there any rules that govern how the SwiftUI view should be configured? (ex: frame, sizing options, supported SwiftUI Views, preferred "root view" types, etc?) Sample code that created the two NSToolbarItem buttons in the screenshot. macOS 27 ZY21R0CMGL (Public Beta 1) Xcode 27.0 beta Minimum Deployment target: 27.0 // Left-Top SwiftUI Button (Clipped Highlighting) let item = NSToolbarItem(itemIdentifier: itemIdentifier) let rootView = Button { } label: { Image(systemName: "sidebar.trailing") } item.view = NSHostingView(rootView: rootView) // ... snip .. // Right-Bottom AppKit Button (Correct Highlighting) let item = NSToolbarItem(itemIdentifier: itemIdentifier) item.image = NSImage(systemSymbolName: "sidebar.trailing", accessibilityDescription: nil) Both screenshots are taken on mouse down.
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*App stuck in "Waiting for Review" since May 29**
Hello everyone, I'm looking for advice because my first iOS app has been stuck in "Waiting for Review" since May 29. The app has never entered the "In Review" stage and the status has not changed for weeks. I have already contacted Apple Developer Support multiple times, and they keep telling me that everything looks normal and that I just need to wait. However, it has now been almost a month, which seems highly unusual compared to the review times other developers are reporting. Some details: First app submission Status: Waiting for Review Submitted on May 29 No messages in Resolution Center No rejection or request for additional information Apple Support says there are no issues with the submission Has anyone experienced a similar delay for a first app release? Did the review eventually start on its own, or was there something specific that had to be done? Any advice would be greatly appreciated. Thank you.
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App stuck in "Waiting for Review" since May 29
Hello everyone, I'm looking for advice because my first iOS app has been stuck in "Waiting for Review" since May 29. The app has never entered the "In Review" stage and the status has not changed for weeks. I have already contacted Apple Developer Support multiple times, and they keep telling me that everything looks normal and that I just need to wait. However, it has now been almost a month, which seems highly unusual compared to the review times other developers are reporting. Some details: First app submission Status: Waiting for Review Submitted on May 29 No messages in Resolution Center No rejection or request for additional information Apple Support says there are no issues with the submission Has anyone experienced a similar delay for a first app release? Did the review eventually start on its own, or was there something specific that had to be done? Any advice would be greatly appreciated. Thank you.
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App "Waiting for Review" 8+8 days
Our app submission has been in "Waiting for Review" status for 8 days after another 8 days before that with no review. Typical review time is 24–48 hours, so this appears to be stuck. We have not received any communication from App Review during this period and there are no outstanding items in App Store Connect. Could a member of the App Review team please check the status of this submission? App Name: Blingz App ID: 6759068218 Bundle ID: com.apperfun.hub Version: 1.39.1 Submission ID: 381c3dce-68f5-426b-b6de-807f513d370f Submission Date: Jun 13, 2026 Support Case ID: 102915835489 Thank you.
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Metal Toolchain not matching xCode Beta 27
Title: Xcode 27 beta 27A5194q: aimodelc reports “Core AI requires the Metal Toolchain” although Metal Toolchain is installed Description: I am trying to compile a Core AI asset using Xcode 27 beta on macOS 27. CoreAI.framework is available and the Metal Toolchain component is installed, but aimodelc refuses to compile with: error: Core AI requires the Metal Toolchain. note: Download it from Xcode > Settings > Components > Other Components. Environment: macOS 27 beta Xcode 27.0 beta Xcode build: 27A5194q Metal Toolchain installed build: 27A5194o Apple Silicon Mac Diagnostics: xcodebuild -version reports: Xcode 27.0 Build version 27A5194q xcodebuild -showComponent MetalToolchain -json reports: { "buildVersion": "27A5194o", "status": "installed", "toolchainIdentifier": "com.apple.dt.toolchain.Metal.32023.917", "toolchainSearchPath": "/private/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v27.1.5194.15.4aqDVJ" } The actual tools resolve: xcrun --find aimodelc /Applications/Xcode-beta.app/Contents/Developer/usr/bin/aimodelc xcrun --find coreai-build /var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v27.1.5194.15.4aqDVJ/Metal.xctoolchain/usr/bin/coreai-build xcrun --find metallib /var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v27.1.5194.15.4aqDVJ/Metal.xctoolchain/usr/bin/metallib Reproduction: Install Xcode 27 beta build 27A5194q. Install Metal Toolchain from Xcode > Settings > Components > Other Components. Confirm xcodebuild -showComponent MetalToolchain -json reports Metal Toolchain installed. Attempt to compile a Core ML package to Core AI: xcrun aimodelc compile --output /private/tmp/vesta-coreai-smoke/ManualPatchCheck.coreai /private/tmp/vesta-coreai-smoke/AFM27CoreAISmoke.mlpackage Actual result: aimodelc fails immediately: error: Core AI requires the Metal Toolchain. note: Download it from Xcode > Settings > Components > Other Components. Expected result: aimodelc should recognize the installed Metal Toolchain and compile the Core AI asset, or Xcode should provide a Metal Toolchain component compatible with Xcode build 27A5194q. Additional details: Running: xcodebuild -downloadComponent MetalToolchain downloads and installs Metal Toolchain 27A5194o. Running: xcodebuild -downloadComponent MetalToolchain -buildVersion 27A5194q fails with: xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 27A5194q; }) This suggests Apple’s component catalog currently provides Metal Toolchain 27A5194o while Xcode is build 27A5194q, and aimodelc does not accept this installed component as compatible. Please confirm whether Metal Toolchain 27A5194o is intended to work with Xcode 27A5194q. If not, please publish the matching Metal Toolchain component or adjust aimodelc/component compatibility detection.
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ImmersiveMediaRemotePreviewSender — "supportsMVHEVCEncode=0 / Failed to create ▎ immersive video rules" on M3, despite VTIsStereoMVHEVCEncodeSupported() == true
TLS + connectReceiver connect successfully, but the sender fails to negotiate the immersive video stream: VCVideoRuleCollectionsImmersiveVideoMac initSupportedPayloads: Empty supported payload: supportsMVHEVCEncode=0 Failed to create immersive video rules! AVCMediaStreamNegotiator … Failed to init … for mode=15 hardwareSettingsModeFromFeatureListStringType: Unexpected featureListStringType=0 connectReceiver failed … GKVoiceChatServiceErrorDomain 32032 Host: MacBook Pro M3 (Mac15,3), macOS 26/27. VTIsStereoMVHEVCEncodeSupported() returns true, and I set preferredVideoWidth/Height/FrameRate. Is immersive MV-HEVC encode in this API gated by an entitlement, a specific M-series tier (Pro/Max), or a known beta issue? What populates the "immersive video rules" feature list?
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iPhone map in my APP
I'm creating an APP for the first time in Xcode, I have a part of a place search on a map, it has a card very similar to the iPhone map card, I want it to move to the left when it's horizontal and position itself there to see the information that slides up and down. What should I write in the code?
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Updating media (screenshots/previews) for multiple platforms without incrementing build
I have an iOS (iPhone/iPad) and a Mac version of my app. When I create a new product page optimization test, on the next page, where it shows Treatment A, I only see the iPhone media there. If I click on "View All Sizes in Media Manager", I can then see the iPad media in the Media Manager. But there are two issues: (1) There's no Mac media in the Media Manager. So would I need to submit a new build just to update media for Mac? (2) There's no save button in the Media Manager, and when I return to the product page optimization dashboard, it still only shows iPhone media. Should I presume that any changes to iPad media in the Media Manager are counted in the test and any subsequent application to original product pages?
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Does virtualizing macOS 27 require a macOS 27 host?
Trying to virtualize macOS 27 on a 26.6 host failed at 77% install progress, even with Xcode 27 beta installed. But worked fine on a macOS 27 host. Are there any tricks to use a 26 host? Thanks!
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Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with "Logic Testing Unavailable." The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16: Build for testing: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Build.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ build-for-testing Run tests without building: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Test.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ test-without-building Note: xcodebuild test (combined build and test) also fails with the same error. Expected result: The hosted unit tests run successfully on the connected physical device, as they do under Xcode 26.2. Actual result: Step 1 (build-for-testing) succeeds. Step 2 (test-without-building) fails immediately (within ~1 second) with: 2026-03-26 11:23:28.683 xcodebuild[51930:731004] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:28.725 xcodebuild[51930:730966] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:29.239 xcodebuild[51930:730966] Writing error result bundle to /var/folders/jl/knmkq18x4cg_3w087zgpfldm0000gn/T/ResultBundle_2026-26-03_11-23-0029.xcresult xcodebuild: error: Failed to build project TestProject with scheme TestProject-UnitTests.: Cannot test target “redacted” on “redacted”: Logic Testing Unavailable Logic Testing on iOS devices is not supported. You can run logic tests on the Simulator. Why this looks like an Xcode regression: The same project and same physical iOS 16.0.3 device work under Xcode 26.2. Under Xcode 26.4, build-for-testing still succeeds, so signing, provisioning, and bundle construction appear valid. The failure happens only when Xcode plans or launches the on-device test run. Before the failure, Xcode 26.4 logs: DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. A newer physical device running iOS 26.3 works under Xcode 26.4 without this warning. The issue also reproduces with a minimal standalone Xcode project, which makes a project-specific configuration problem unlikely. The Xcode-generated .xctestrun files for the passing Xcode 26.2 case and failing Xcode 26.4 case are structurally equivalent, making an .xctestrun format difference unlikely to be the cause.
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608
Activity
50m
Updating App - Validation Hell - 90286, 91130
Updating an App for the first time since 2011. Build, Analyze, Archive all successful. Automatically Manage Signing checked. Validation fails with 90286 - Invalid code signing entitlements, and 91130 - Invalid Provisioning Profile dozens of times after tweaks, clean builds, trying manual signing (thought I was done with that), etc. For 90286 it seems my Developer ID , e.g. 346JXXXXX (not Team ID, QZ99XXXXX) is the prefix for the bundle ID, com.company.app-name and that generates the error? For 91130 it's invalid "com.apple.application-identifier" which I assume is the same issue with a Developer ID instead of a Team ID. The original version of the app was QZ99XXXXX.com.company.app-name. I even changed the bundle identifier in Xcode to that, and got this: App Record Creation failed due to request containing an attribute already in use. The app name you entered is already being used for another app in your account. If you would like to use the name for this app you will need to submit an update to your other app to change the name, or remove it from App Store Connect. Yes, the original app name is being used for an app in my account. I was trying to update the app, checked all the boxes, added update text, but of course there was no build to upload. Would appreciate any help.
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Activity
1h
UserDefaults, UIApplicationDelegate, and prewarming
For a UIKit app based on scenes (UIScene), is it safe to reference UserDefaults in code that is executed from UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) ? I've read that in iOS 15, there were undocumented scenarios involving app prewarming that would cause UserDefaults reads to fail within a window of time after device reboots, as described at https://christianselig.com/2024/10/beware-userdefaults/ The failure mode is that an app would be released, and months later, a small fraction of users would report failures consistent with UserDefaults reads unexpectedly returning nil, causing a loss of data. The user experience is bad, and debugging this behavior is then challenging because of how rarely it occurs. Apple's https://developer.apple.com/documentation/uikit/app_and_environment/responding_to_the_launch_of_your_app/about_the_app_launch_sequence#3894431 seems to suggest that prewarming only executes an app "up until, but not including when main() calls UIApplicationMain(_:_:_:_:), but https://stackoverflow.com/questions/71025205/ios-15-prewarming-causing-appwilllaunch-method-when-prewarm-is-done documents that UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) has in fact been observed executing during app prewarming in scene-based apps. So, my question: In an app based on scenes, if I'd like to reference UserDefaults within UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:), when is it safe to do this? I'm guessing the answer is one of these: Never. Only in apps that don't support scenes. Only in iOS 16 or later. Only in IOS 17 or later. Is it guaranteed safe to reference UserDefaults in UIWindowSceneDelegate/scene(_:willConnectTo:options:) or later? Is there documentation from Apple regarding this issue? Thank you.
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698
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1h
UserDefaults.standard.integer(forKey: ) crashes the app with EXC_BAD_ACCESS (code=1, address=0x0)
With the 27 OSes using UserDefaults.standard.integer(forKey: ) can cause a crash with EXC_BAD_ACCESS (code=1, address=0x0) It has been seen on a Multiplatform app, up to now tested on iOS/iPadOS and visionOS 27 Beta 1. In our code we use UserDefaults.standard.integer(forKey: ) from a singleton called during the SwiftUI app init(), and we don't know yet if this is the only moment there is a crash as we can't go farther. The API should return 0 if it can't get a value. There is no reason the app should crash if the API conforms to its contract. Running the same code from Xcode on iOS 26 runs it without issue. FeedBack FB23310748
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1h
IOS 27 transferred Photos to PC are AAE files
When transferring photos from my iphone 16 Pro Max running the IOS 27 Developer Beta to a Windows 11 PC via a USB-C cable the photos convert to AAE files, which you can't preview of view.
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69
Activity
2h
ImmersiveMediaRemotePreviewSender.connectReceiver — what NWParameters / TLS config does it require?
Following the documented ImmersiveMediaSupport flow (NWBrowser → connectReceiver, NWListener → receiver.start(connection:)) with ImmersiveMediaPreviewMessagingProtocol.definition as the framer. Bonjour discovery works, but connectReceiver throws ImmersiveMediaRemotePreviewSession received invalid parameters (sometimes GKVoiceChatServiceErrorDomain 32032). The doc example leaves TLS as /* setup TLS security options */. What exact TLS configuration does the session require — a self-signed SecIdentity, TLS-PSK, a specific cipher/version? And should ImmersiveMediaRemotePreviewSender(networkParameters:) be nil (framework default) while only the NWBrowser/NWListener carry the TLS+framer params? A minimal working setupNWParameters() would unblock me. Thanks!
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8
Activity
2h
HealthKit Blood Pressure authorization broken on iOS 26.5 RC
Hello, I'm experiencing a bug on iOS 26.5 RC1/RC2 where the Blood Pressure option is silently excluded from the HealthKit permission dialog (when requesting HKQuantityTypeIdentifierBloodPressureSystolic and HKQuantityTypeIdentifierBloodPressureDiastolic). This does not reproduce on iOS 26.4.2 or earlier. What happens: When BP types are requested alone, a blank white modal slides up and immediately dismisses — no permission UI is shown. When BP is requested alongside other types, a normal dialog appears for those other types, but Blood Pressure is simply absent from the list. The completion handler returns success = YES, error = nil in both cases, but BP permission is never granted. The result: Settings → Privacy & Security → Health → [app] shows Blood Pressure as requested but not granted getRequestStatusForAuthorizationToShareTypes for the BP types keeps returning ShouldRequest indefinitely HealthKit queries for BP samples return no data Workaround: Manually toggling Blood Pressure to ON in Settings → Privacy & Security → Health → [app name] fixes everything - queries work, notifications fire, and getRequestStatusForAuthorizationToShareTypes correctly returns HKAuthorizationRequestStatusUnnecessary. Environment: Confirmed broken: iOS 26.5 RC1 (23F75) and RC2 (23F77), iPhone 11; iOS 26.5 RC1 (23F73), simulator Confirmed working: iOS 26.4.2 (device), iOS 26.4.1 (simulator) Feedback filed as FB22735935.
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1.9k
Activity
2h
How do you make a resizable segmented control in SwiftUI for macOS?
In SwiftUI for macOS, how do I configure a Picker as a segmented control to have a flexible width? This design pattern is present in Xcode 26 at the top of the sidebar and inspector panel. I can't figure out the combination of view modifiers to achieve a similar look. import SwiftUI struct ContentView: View { @State private var selection = 0 var body: some View { VStack { Picker("", selection: $selection) { Image(systemName: "doc") Image(systemName: "folder") Image(systemName: "gear") Image(systemName: "globe") .frame(maxWidth: .infinity) // Doesn't do anything. } .labelsHidden() .pickerStyle(.segmented) .frame(maxWidth: .infinity) // Doesn't affect segment sizes. Spacer() } } } I want the entire Picker to fill the width and for each segment to be of equal widths. How? In AppKit I would use AutoLayout for the flexible width and NSSegmentedControl.segmentDistribution for the segment widths. Is there a SwiftUI equivalent? macOS 26 / Xcode 26.3
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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151
Activity
3h
Push new views to sidebar when using NavigationPath
I have an existing app that uses NavigationSplitView with a detail view that is never changed and just updates to show changes in data. All navigation changes the sidebar only using NavigationLinks with .isDetailLink(false). Now I'm wanting to use NavigationPath with a simple router and enums. import SwiftUI @main struct NavRouterApp: App { @State private var router = Router() var body: some Scene { WindowGroup { NavigationStack(path: $router.navPath) { ContentView() .navigationDestination(for: AppRoute.self) { route in switch route { case .citizens: ContentView() .environment(router) case .citizen: EmptyView() .environment(router) case .tasform2: TASForm2View() .environment(router) case .start: StartView() .environment(router) case .editcharacteristics: EmptyView() .environment(router) case .basicdata(let citizen): BasicDataView(citizen: citizen) .environment(router) .navigationBarBackButtonHidden(true) case .characteristics: EmptyView() .environment(router) } } } .environment(router) } } } The problem is that pushing a subview now replaces the entire content instead of just the sidebar. Pushing a subview with NavigationSplitView would update the sidebar as desired but I would have to replace the detail view, which is not a good idea. I haven't been able to find any way to accomplish what I want. Suggestions?
Topic: UI Frameworks SubTopic: SwiftUI
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5
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63
Activity
5h
Apple Developer Enrollement Fault
I've been trying to sign up for the Apple Developer Program for a week now. It keeps giving me errors, my messages aren't being answered, and I can't reach a live person when they call me. It's awful.
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Activity
5h
Notarization stuck "In Progress" for 60+ hours (multiple submissions; Notary status page green) — blocking a launch
Hi — multiple notarytool submissions from my account have been stuck "In Progress" for 60+ hours and never reach Accepted/Invalid. Apple's Developer System Status shows "Developer ID Notary Service" as operational, so this appears to be a backend/account processing stall rather than a public outage. This is blocking a product launch. Team ID: Q7FF775479 ("Developer ID Application: JUNSEN LIU", individual account). Submissions (all still In Progress): e9d00de6-074c-4818-a452-f765fa178a4e — 2026-06-19 06:07 UTC (current build) f02a0398-b6db-4ba0-8429-86a797bdc153 — 2026-06-18 23:21 UTC 8aa72d28-642a-466a-be85-181db125596b — 2026-06-18 04:40 UTC App: "Dollar Desktop Pet" 1.0.0 — a signed .dmg of a hardened-runtime, Developer ID-signed Universal (arm64 + x86_64) Electron app. Tooling: notarytool 1.1.2, Xcode 26.5, macOS 26.5. notarytool submit/history/info all work and list the submissions; status simply never completes, and notarytool log returns nothing. Could you please investigate why these aren't processing? I can provide the .dmg or any additional logs. Thank you.
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11
Activity
5h
How do you correctly use a SwiftUI View inside an NSToolbarItem?
I've been struggling to get consistent UI and UX behaviour of SwiftUI Views inside NSToolbarItems and was wondering if there is an official way to use them. I've now revisited this issue in macOS 27 and continue to see some idiosyncrasies. In the attached screenshot, you can see that the highlight area on mouse down between to the two buttons is different. This is the easiest example I've come up with that shows SwiftUI Views exhibiting different behaviour than AppKit Views. Two questions: Is an NSHostingView a valid and supported view type for NSToolbarItem.view? If so, are there any rules that govern how the SwiftUI view should be configured? (ex: frame, sizing options, supported SwiftUI Views, preferred "root view" types, etc?) Sample code that created the two NSToolbarItem buttons in the screenshot. macOS 27 ZY21R0CMGL (Public Beta 1) Xcode 27.0 beta Minimum Deployment target: 27.0 // Left-Top SwiftUI Button (Clipped Highlighting) let item = NSToolbarItem(itemIdentifier: itemIdentifier) let rootView = Button { } label: { Image(systemName: "sidebar.trailing") } item.view = NSHostingView(rootView: rootView) // ... snip .. // Right-Bottom AppKit Button (Correct Highlighting) let item = NSToolbarItem(itemIdentifier: itemIdentifier) item.image = NSImage(systemSymbolName: "sidebar.trailing", accessibilityDescription: nil) Both screenshots are taken on mouse down.
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40
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5h
*App stuck in "Waiting for Review" since May 29**
Hello everyone, I'm looking for advice because my first iOS app has been stuck in "Waiting for Review" since May 29. The app has never entered the "In Review" stage and the status has not changed for weeks. I have already contacted Apple Developer Support multiple times, and they keep telling me that everything looks normal and that I just need to wait. However, it has now been almost a month, which seems highly unusual compared to the review times other developers are reporting. Some details: First app submission Status: Waiting for Review Submitted on May 29 No messages in Resolution Center No rejection or request for additional information Apple Support says there are no issues with the submission Has anyone experienced a similar delay for a first app release? Did the review eventually start on its own, or was there something specific that had to be done? Any advice would be greatly appreciated. Thank you.
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51
Activity
6h
App stuck in "Waiting for Review" since May 29
Hello everyone, I'm looking for advice because my first iOS app has been stuck in "Waiting for Review" since May 29. The app has never entered the "In Review" stage and the status has not changed for weeks. I have already contacted Apple Developer Support multiple times, and they keep telling me that everything looks normal and that I just need to wait. However, it has now been almost a month, which seems highly unusual compared to the review times other developers are reporting. Some details: First app submission Status: Waiting for Review Submitted on May 29 No messages in Resolution Center No rejection or request for additional information Apple Support says there are no issues with the submission Has anyone experienced a similar delay for a first app release? Did the review eventually start on its own, or was there something specific that had to be done? Any advice would be greatly appreciated. Thank you.
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41
Activity
6h
App "Waiting for Review" 8+8 days
Our app submission has been in "Waiting for Review" status for 8 days after another 8 days before that with no review. Typical review time is 24–48 hours, so this appears to be stuck. We have not received any communication from App Review during this period and there are no outstanding items in App Store Connect. Could a member of the App Review team please check the status of this submission? App Name: Blingz App ID: 6759068218 Bundle ID: com.apperfun.hub Version: 1.39.1 Submission ID: 381c3dce-68f5-426b-b6de-807f513d370f Submission Date: Jun 13, 2026 Support Case ID: 102915835489 Thank you.
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57
Activity
7h
Metal Toolchain not matching xCode Beta 27
Title: Xcode 27 beta 27A5194q: aimodelc reports “Core AI requires the Metal Toolchain” although Metal Toolchain is installed Description: I am trying to compile a Core AI asset using Xcode 27 beta on macOS 27. CoreAI.framework is available and the Metal Toolchain component is installed, but aimodelc refuses to compile with: error: Core AI requires the Metal Toolchain. note: Download it from Xcode > Settings > Components > Other Components. Environment: macOS 27 beta Xcode 27.0 beta Xcode build: 27A5194q Metal Toolchain installed build: 27A5194o Apple Silicon Mac Diagnostics: xcodebuild -version reports: Xcode 27.0 Build version 27A5194q xcodebuild -showComponent MetalToolchain -json reports: { "buildVersion": "27A5194o", "status": "installed", "toolchainIdentifier": "com.apple.dt.toolchain.Metal.32023.917", "toolchainSearchPath": "/private/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v27.1.5194.15.4aqDVJ" } The actual tools resolve: xcrun --find aimodelc /Applications/Xcode-beta.app/Contents/Developer/usr/bin/aimodelc xcrun --find coreai-build /var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v27.1.5194.15.4aqDVJ/Metal.xctoolchain/usr/bin/coreai-build xcrun --find metallib /var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v27.1.5194.15.4aqDVJ/Metal.xctoolchain/usr/bin/metallib Reproduction: Install Xcode 27 beta build 27A5194q. Install Metal Toolchain from Xcode > Settings > Components > Other Components. Confirm xcodebuild -showComponent MetalToolchain -json reports Metal Toolchain installed. Attempt to compile a Core ML package to Core AI: xcrun aimodelc compile --output /private/tmp/vesta-coreai-smoke/ManualPatchCheck.coreai /private/tmp/vesta-coreai-smoke/AFM27CoreAISmoke.mlpackage Actual result: aimodelc fails immediately: error: Core AI requires the Metal Toolchain. note: Download it from Xcode > Settings > Components > Other Components. Expected result: aimodelc should recognize the installed Metal Toolchain and compile the Core AI asset, or Xcode should provide a Metal Toolchain component compatible with Xcode build 27A5194q. Additional details: Running: xcodebuild -downloadComponent MetalToolchain downloads and installs Metal Toolchain 27A5194o. Running: xcodebuild -downloadComponent MetalToolchain -buildVersion 27A5194q fails with: xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 27A5194q; }) This suggests Apple’s component catalog currently provides Metal Toolchain 27A5194o while Xcode is build 27A5194q, and aimodelc does not accept this installed component as compatible. Please confirm whether Metal Toolchain 27A5194o is intended to work with Xcode 27A5194q. If not, please publish the matching Metal Toolchain component or adjust aimodelc/component compatibility detection.
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10
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8h